This, gives me like ideas for a doom styled horror game where your doom style world slowly gets taken over or are hunted by a monster in the actual 3D world.
really unique idea for a horrorgame especially if you kept the rest of the 3d space and literally did just use this as a camera projection. Imagine your playing this and then halfway through something shows up as a shadow on the screen in front of you and eventually the screen gets blown away and now you are running away from an actually terrifying entity.
@@gabrielmottadev Yeah there's no name but first person horror game sounds generic. Plus it's not even a development challenge then... Because the easiest would be to recreate Spooky Scary Jumpscare Mansion.
excellent video! there are a few criticisms i have regarding future vids being done in this style 1. the chapter title cards are necessary, and a jingle for each one is nice, but if there aren't at least a couple of minutes in between these cards, the jingle can very quickly get very old- sometimes opting out of a jingle and renaming the chapters in a way that separates them into "acts" can also help with pacing and feelings of fatigue (ex. the chapter can be called "Textures" but sub-chapters or milestones could be called "Textures: Part 2, electric boogaloo" or something like that while keeping the jingle for "Textures" but opting out of using it in "Textures: Part 2"). this way, you can both shorten these sub-title cards in timeline length and keep the jingle for more major developments without too much compromise. alternatively, you could opt for a longer-formatted way of doing things, simply getting rid of "Textures: Part 2" altogether but remembering that "Textures" must contain a grand majority of your talk on textures- regardless of if you're talking about materials in traditional 3D for a fun side project, or simply reading a texture file and rendering a slice of it to the screen (like you did here). 2. even though it's the end of the video and most people have clicked off of it by now, a golden rule of great pacing is not wasting the viewer's time- if they haven't clicked off of the video by the end of it, they're most likely very interested in what you have to say and are going to probably click on another video. leaving large gaps in between your phrases at the end of the video is great! it shows personality and is more reflective of who you are. but if these pauses get too long, some people may feel that you're just padding runtime. i think 1 is the biggest criticism i have and 2 is more of a pet-peeve, but i still think this was a great video overall and i see great success in your future if you keep up a content style in this format! been a very long-time viewer of the channel (i think since the "let's make minecraft in unity" tutorial series days (probably more around episode 5 of that series is when i subbed)) and seeing you try more things is always welcome!
Just found your channel! Quickly went through a few video of yours and decided to give a feedback; I can't stress how good this format is. It was entertaining and educating. Both audio and video quality were awesome!
Always cool to see someone go through this journey, this type of system was one of my first projects back in the day. Was before engines were accessible, so was just straight code. Great breakdown! Subbed for the next one
@@b3agzIf you don’t mind me asking, how did you map out the cells for the play area? Only solution I can think of is to use a Multi-Dimensional array and have each block be either a 0 for air, or 1 for wall. I would just follow a tutorial but I’d rather figure out the scripting myself as much as possible.
@@Generic_Handle4573 I didn't dwell on it too much because I was only making it for this video, not a real project. The solution I used was 3 int[] arrays (floor, walls, and ceiling) with the value representing a texture. 0 was empty, 1 was brick, 2 was wood, etc. If was making this properly I would probably make a custom class/struct that contained all of the information for a given cell in one and just have one array of those.
I subscribed , not because this is an interesting topic because I didn't care that much for it but because this video was hilarious, genuinely made me laugh and your editing skills are in point 😅😂 . Keeping making these videos and definitely keep them funny .
Man I just gotta say, I just discovered your channel and I instantly subscribed. You're that kind of channel that people just subscribe to I can't even explain it. Great job m8
Dude! I remember you from you made that minecraft in unity series! I want to thank you a lot for your contribution to my experience in unity. That project taught me a lot while also making minecraft in my own image(i copied the minecratt ui from 1 to 1😂) Although i now have moved on to unreal engine, your channel is still a gold mine to me due to the technicals you talk about!
@@b3agz It is, at least almost. There is a much slower progression, but hey, they have given me some useful tools that have helped me in the long run so far. And so my project is coming along nicely and slowly. But I'm glad I found your channel again. I was surprised to see I was subscribed to you until I looked at your channel closer. 🤣
what I liked: your presentation style, snappiness of your edits, your writing style, the subject matter what I didn't like: you're taking my mom's money please she's on a fixed income she can't afford too much more of this
I love the editing style, very interesting to watch, even if I've done these kinds of things before (with varying degrees of success). You should try and implement cells with a top, middle and bottom like DOOM does with their sectors, as well as different heights for cells. You'd be able to make some cooler environments. Could you try look into 3D Projection in the future, and potentially make a DOOM style renderer/game?
THIS SHALL NOT PASS! at 0:30 why did you do Romero's face? Romero did design, but Carmack did technical work to make 3D work! You put the wrong John here man!
This is fun and should be important lesson in on it's own Games today are too used to having too much processing power, which results in nice looking, but ultimately worse if you try to lower the settings to make it run on suboptimal hardware. Recreating the rendering tricks used to render a game like that, while not that useful today, shows that you can use tricks to give convincing effect.
I found it super interesting digging into this stuff. I don't know if my video should be a learning resource but I'll be very happy if it serves as one.
It's useful if you for example make a time travel game where different time periods look like what contemporary games looked like. This style would be the early 1990s. The mid-1980s would look like an 8-bit game, with flashing sprites (because there wasn't enough memory to have a large number of sprites on screen at the same time) and a limited color palette. The late middle ages would be populated by people who look like carved chess pieces. And so on. Or if you make a game that starts out looking like Doom only to then reveal that it was a game inside a game and you're playing as a gamer. Perhaps one who then ends up having to take up arms against enemies resembling those from the game. Or perhaps the actual monsters from the game escaping into the "real world" because the game is actually itself a Jumanji-style portal to Hell, magically disguised as a shareware floppy. Those are just two ideas that suddenly came to me, that could incorporate this kind of 2.5D engine running inside a 3D engine.
The issue is that the constraint is rapidly becoming the man-hours to create the assets and test the code working. We're not that far away from having the ability to render more or less completely photo realistic graphics of complicated scenes, but the ability to generate the assets for a modern AAA game is easily more people that were involved in all of the development of Doom.
No. Descent is definitely a 3d game by any definition. You have 6 degrees of freedom, you can go in the X, Y, Z directions as well as various types of rolling and acceleration. What makes this fake 3d is the the player is only moving on one plane. The height of all of this is just there to make it easier to play than just having a single row of pixels. You could make entirely the same game with 3 rows of pixels to make it easier to identify when walls are slanted.
@@SmallSpoonBrigade This would mean that if I made a wolfenstein style game in Unity it wouldn't be 3d because the player is locked on one plane. I don't think that's right.
funny and didn't expect this kind of editing from a small channel but the pink transitions were a bit grating, maybe just because they were too long. trying to be constructive here though because it was a good video and I watched it all
My freshman year of high school we did CMU and I made something very similar to this as a hobby project. It’s fun to see that my solutions were the same as yours and that if I had ever gotten around to textures I would’ve fallen victim to the same pitfalls
หลายเดือนก่อน +2
1:10 These are small. But the ones out there are _far away._
"I found it interesting and it's my channel and you can't tell me what to do" More TH-camrs should have the same attitude. I love when creators just make videos about stuff they love
Nitpicking here... but there are at least 2 meshes being drawn - one for the UI Rectangle, and one for the screen. But seriously, this was super cool - nice work!
The fun thing is that these tricks have been done in some games, Starbound for example has the Mazebound minigame in it (although the ticket you get from completing it no longer has a use)
While watching the video, I totally forgot what you said at the start of the video. And when you showed that it was in unity, I was like . It was unity all along. Also the video was funny
If you can do this with a texture, what are the limits? Like layering to make 3d-esque parallax or some shit? Combine a bunch of these types of texture and make a full on 3d game without triangles?
You are very good at explaining things! I'm going to subscribe to your channel. I would like to know how a game with polygons works, because until today I thought it was the same from games like Wolfenstein. I work with CGI and I still don't know 😅
I just have a 2D array of ints with each int representing a different texture (0 being empty) but you could very easily do it with an image if you wanted.
Great video, but without 3D collision boxes, how could you handle collisions ? I imagine you could set a minimal distance from a line and revert the input in that direction if you go bellow the minimal distance, given you already cast rays... But it would mean that you can go trought walls by stafing... You could add some raytrace outside of the camera view, but it would add a lot of rays. I'm sure there is better solutions, but I do not see it.
Ok. You created Wolfenstein inside unix. Now I want you to create Unix inside Wolfenstein.
After that, recreate my biological mother inside unix.
@@randomlittleidottoo large
@@tostring_man fu😭😭😭😭 i laughed so hard
@@tostring_ dang, i guess she couldn't fit in a 64bit value, i suppose no one can though 😂
erm, actually its wolfenstein 3d
This, gives me like ideas for a doom styled horror game where your doom style world slowly gets taken over or are hunted by a monster in the actual 3D world.
I would play that
I'm stealing this idea
I still don't know how that would make the literal maze but 3d shit design of the era any better.
literally myhouse.wad
Alternative Idea:
Doomguy is your doom.
Jesus the editing, I'm blown away.
Good stuff brother
I saw your video and it made want to do better ✊
@@b3agz will you ever add a download?
@@pdbsstudios7137 Theres alot of games using the same tactic. Just download those
@@pdbsstudios7137 I could put the code up on GitHub
@@b3agzpwease 🥺
The your mom joke at the beginning was the first "your mom" joke I laughed at lol, so out of nowhere
I am a simple creature with simple pleasures.
@@b3agzYo my dude b3agz, you need a video editor?
@@blackcatpirates8134i think he‘s got himself covered
@@fideys You mean he already has one?
@@blackcatpirates8134 have you watched the video?? his editing is already perfect
This is great. I kind of understood how those old 2.5D games did it but this really helped to conceptualize it in a much better way.
really unique idea for a horrorgame especially if you kept the rest of the 3d space and literally did just use this as a camera projection. Imagine your playing this and then halfway through something shows up as a shadow on the screen in front of you and eventually the screen gets blown away and now you are running away from an actually terrifying entity.
It has been done. The question is? What else can? Can you make a platformer? An adventure game? A racing game?
@@TheIndigoShinename?
@@gabrielmottadev
Yeah there's no name but first person horror game sounds generic. Plus it's not even a development challenge then... Because the easiest would be to recreate Spooky Scary Jumpscare Mansion.
babe, wake up, a new b3agz video just dropped.
And it's insane
I hope he won't change his voice to an e"xcited by everything type" like you.
Yoo, give this guy a shoutout
@@Tybek1 lmao
@@Horseyh Here you go *gives him a shoutout*
my biological mother has been hard at work sponsoring these videos I see.
I appreciate her.
@@b3agz ...All night long.
6:15 70s rocked! Big bushes, rock and roll. Bell I’m styling my whole house early 70s. Happiest I’ve been in decades.
Forget that disco.
love the new editing bro keep it up!
It was so much work Thank you for noticing lol. And for watching!
It’s videos like this that are the reason I like to check out smaller channels whenever possible
This was really interesting and an eye opener for a noob on how this stuff works. Great work B3agz
Thanks for watching!
excellent video! there are a few criticisms i have regarding future vids being done in this style
1. the chapter title cards are necessary, and a jingle for each one is nice, but if there aren't at least a couple of minutes in between these cards, the jingle can very quickly get very old- sometimes opting out of a jingle and renaming the chapters in a way that separates them into "acts" can also help with pacing and feelings of fatigue (ex. the chapter can be called "Textures" but sub-chapters or milestones could be called "Textures: Part 2, electric boogaloo" or something like that while keeping the jingle for "Textures" but opting out of using it in "Textures: Part 2"). this way, you can both shorten these sub-title cards in timeline length and keep the jingle for more major developments without too much compromise. alternatively, you could opt for a longer-formatted way of doing things, simply getting rid of "Textures: Part 2" altogether but remembering that "Textures" must contain a grand majority of your talk on textures- regardless of if you're talking about materials in traditional 3D for a fun side project, or simply reading a texture file and rendering a slice of it to the screen (like you did here).
2. even though it's the end of the video and most people have clicked off of it by now, a golden rule of great pacing is not wasting the viewer's time- if they haven't clicked off of the video by the end of it, they're most likely very interested in what you have to say and are going to probably click on another video. leaving large gaps in between your phrases at the end of the video is great! it shows personality and is more reflective of who you are. but if these pauses get too long, some people may feel that you're just padding runtime.
i think 1 is the biggest criticism i have and 2 is more of a pet-peeve, but i still think this was a great video overall and i see great success in your future if you keep up a content style in this format! been a very long-time viewer of the channel (i think since the "let's make minecraft in unity" tutorial series days (probably more around episode 5 of that series is when i subbed)) and seeing you try more things is always welcome!
Thanks for watching and all the feedback! I genuinely appreciate you taking the time.
Just found your channel!
Quickly went through a few video of yours and decided to give a feedback; I can't stress how good this format is. It was entertaining and educating. Both audio and video quality were awesome!
i did not expect this to only have 100 likes, your editing is on par with bigger channels
This is such a fun a well made video! Hopefully this blows up as I'm sure there are many more poeple who would enjoy this!
Always cool to see someone go through this journey, this type of system was one of my first projects back in the day. Was before engines were accessible, so was just straight code.
Great breakdown! Subbed for the next one
This actually serves as a great tutorial by leaving you to figure out how to do everything in the language of your choice
True! I've done a bunch of videos where I spell everything out and they create a bunch of problems 😬
@@b3agzIf you don’t mind me asking, how did you map out the cells for the play area? Only solution I can think of is to use a Multi-Dimensional array and have each block be either a 0 for air, or 1 for wall. I would just follow a tutorial but I’d rather figure out the scripting myself as much as possible.
@@Generic_Handle4573 I didn't dwell on it too much because I was only making it for this video, not a real project. The solution I used was 3 int[] arrays (floor, walls, and ceiling) with the value representing a texture. 0 was empty, 1 was brick, 2 was wood, etc. If was making this properly I would probably make a custom class/struct that contained all of the information for a given cell in one and just have one array of those.
@@b3agz Interesting
That alleyway joke had me rolling
My first thought was. "There probably is a market for that audience"
I subscribed , not because this is an interesting topic because I didn't care that much for it but because this video was hilarious, genuinely made me laugh and your editing skills are in point 😅😂 . Keeping making these videos and definitely keep them funny .
Man I just gotta say, I just discovered your channel and I instantly subscribed. You're that kind of channel that people just subscribe to I can't even explain it. Great job m8
I appreciate that!
Very entertaining and informative! Well done! :)
Loved the style and the humor, cool kid, keep it up!
3:50 Might i remind you that the best selling game of all time was written in Java? Heh. (Plus, subscribed for the sponsor joke. That was fire)
Please never change this editing style 🙏 It's so unique
Your presentation style is awesome I'm amazed you only have 15k subs
Dude! I remember you from you made that minecraft in unity series! I want to thank you a lot for your contribution to my experience in unity. That project taught me a lot while also making minecraft in my own image(i copied the minecratt ui from 1 to 1😂)
Although i now have moved on to unreal engine, your channel is still a gold mine to me due to the technicals you talk about!
Thanks! Amazing to hear, I hope Unreal is treating you well.
@@b3agz It is, at least almost. There is a much slower progression, but hey, they have given me some useful tools that have helped me in the long run so far. And so my project is coming along nicely and slowly. But I'm glad I found your channel again. I was surprised to see I was subscribed to you until I looked at your channel closer. 🤣
Love your work here. Excellent video.
This video deserves more views, that's amazing
what I liked: your presentation style, snappiness of your edits, your writing style, the subject matter
what I didn't like: you're taking my mom's money please she's on a fixed income she can't afford too much more of this
She didn't sponsor my latest video :'(
Wow, this video was entertaining AND informative. Can't wait for the release of B3agz Screensaver Maze '98.
Omg are you THE mags from Twitch??
I love the editing style, very interesting to watch, even if I've done these kinds of things before (with varying degrees of success). You should try and implement cells with a top, middle and bottom like DOOM does with their sectors, as well as different heights for cells. You'd be able to make some cooler environments.
Could you try look into 3D Projection in the future, and potentially make a DOOM style renderer/game?
I love the humor. Video randomly came up and now I need to watch more
THIS SHALL NOT PASS! at 0:30 why did you do Romero's face? Romero did design, but Carmack did technical work to make 3D work! You put the wrong John here man!
Honest answer? Romero has Gandalf hair. Carmack keeps it short and tidy.
@@b3agz LOL. That is actually a very Romero point of view. Well played. Very layered. LOL
great video, this was a very nice explanation of raycasting :)
This is fun and should be important lesson in on it's own
Games today are too used to having too much processing power, which results in nice looking, but ultimately worse if you try to lower the settings to make it run on suboptimal hardware.
Recreating the rendering tricks used to render a game like that, while not that useful today, shows that you can use tricks to give convincing effect.
I found it super interesting digging into this stuff. I don't know if my video should be a learning resource but I'll be very happy if it serves as one.
It's useful if you for example make a time travel game where different time periods look like what contemporary games looked like. This style would be the early 1990s. The mid-1980s would look like an 8-bit game, with flashing sprites (because there wasn't enough memory to have a large number of sprites on screen at the same time) and a limited color palette. The late middle ages would be populated by people who look like carved chess pieces. And so on.
Or if you make a game that starts out looking like Doom only to then reveal that it was a game inside a game and you're playing as a gamer. Perhaps one who then ends up having to take up arms against enemies resembling those from the game. Or perhaps the actual monsters from the game escaping into the "real world" because the game is actually itself a Jumanji-style portal to Hell, magically disguised as a shareware floppy.
Those are just two ideas that suddenly came to me, that could incorporate this kind of 2.5D engine running inside a 3D engine.
The issue is that the constraint is rapidly becoming the man-hours to create the assets and test the code working. We're not that far away from having the ability to render more or less completely photo realistic graphics of complicated scenes, but the ability to generate the assets for a modern AAA game is easily more people that were involved in all of the development of Doom.
if this is fake 3d couldn't you make the argument every game ever made is fake 3d?
No. Descent is definitely a 3d game by any definition. You have 6 degrees of freedom, you can go in the X, Y, Z directions as well as various types of rolling and acceleration.
What makes this fake 3d is the the player is only moving on one plane. The height of all of this is just there to make it easier to play than just having a single row of pixels. You could make entirely the same game with 3 rows of pixels to make it easier to identify when walls are slanted.
3d is fake in general, it's an illusion.
@@SmallSpoonBrigade This would mean that if I made a wolfenstein style game in Unity it wouldn't be 3d because the player is locked on one plane. I don't think that's right.
@@SmallSpoonBrigadebut both are just math on a 2d screen
the actual pull out in unity is such a prefect moment.
funny and didn't expect this kind of editing from a small channel but the pink transitions were a bit grating, maybe just because they were too long.
trying to be constructive here though because it was a good video and I watched it all
Thanks for the feedback!
"no dougal, those are small, and those are very far away"
My freshman year of high school we did CMU and I made something very similar to this as a hobby project. It’s fun to see that my solutions were the same as yours and that if I had ever gotten around to textures I would’ve fallen victim to the same pitfalls
1:10 These are small. But the ones out there are _far away._
"No Ted , you've lost me"
saddens me that so few people have liked this reference
now you should add this as an easter egg in another game
Trueee
That's the first time i got recommended a video with less than 500 views, but that's pretty good
The merch site won't let me buy a shirt. \(>_
I'll send you a handmade shirt if you send me a handmade plushie...
very insightful, very cool, liked and subscribed, hope to see remaking UE5 in 1 day next :D
"I made Unreal inside of Unity and my computer exploded!!!"
@@b3agz as long as you get the shader compilation time right, then it'll be believable enough
this is kind of crazy, nice work
literally cracked Doom in 8 minutes LOL XD
why is this so well made b0ogz?
idk I blacked out D:
TH-cam recommended something good for once!
Finally! Some good f*cking food.
"I found it interesting and it's my channel and you can't tell me what to do" More TH-camrs should have the same attitude. I love when creators just make videos about stuff they love
Nitpicking here... but there are at least 2 meshes being drawn - one for the UI Rectangle, and one for the screen. But seriously, this was super cool - nice work!
4:56 man of culture
Wait there is a game about that?
I love raycasting, I love game dev, so I super love this video
finaly. a tutorial on how to make arasaka tower 3D
The fun thing is that these tricks have been done in some games, Starbound for example has the Mazebound minigame in it (although the ticket you get from completing it no longer has a use)
I never understod how those 3d engines work, ty
Just found you. Underrated
Excellent video, subscribed !
Thanks for the sub!
something tells me this guy really likes his transition title cards
But how's that different from real 3D??!?!??!?!
I'm getting to that!
it has no "height"
OHHHHHHH MY GOSH HE JUST EXPLAINED ITITITITITITTTTTTTTTTTTTTTTTTITITITGTTTTTTTTTGTGTGTIKURBGKIUBYIKUY
@@SanityInAnAmazonBoxShorts watch the video again - comment is a direct reference to a joke made in it
@@Coltari Until your face appears in one of his videos, you have no idea what you're talking about. 😈
wow so 3d
1:53 it would be “ball” he only had 1 lol
You explained it perfectly man. The fish eye counter in pseudo 3d is something i never understood and you just explained in in 5 seconds. Smh
i'm not even 30 yet and this edit makes me feel like i'm too old to be online
I'm 41 😳
see this is why I wish I knew coding over just editors, you can do some neat shit
All seriousness we playin b3agzenstein now 🔥🔥🔥
4:40 you got a game about getting ducked in an allyway? What perspective is the player?? - asking for a friend
The camera actually rests up one of the guy's asses
The ray tracing tech of this year my lord
Great video. Lots of laughs too.
A puzzle game/investigation or actions performed in the "wolfendoom 3d" game affect the real world
It would be cool if you made a game with a game inside of it, but rather than be just a mini game it effects the greater game world
While watching the video, I totally forgot what you said at the start of the video. And when you showed that it was in unity, I was like . It was unity all along.
Also the video was funny
I would have got away with it if it wasn't for those pesky kids! Thanks for watching!
This video is pretty damn COOL
Thanks JJ!
Making it look kinda 70's-ish kinda could make for a decent horror game, if you want something that kinda has the same vibe as the Shining
Wow. This is *a lot* simpler than I thougth.
If you can do this with a texture, what are the limits? Like layering to make 3d-esque parallax or some shit? Combine a bunch of these types of texture and make a full on 3d game without triangles?
Vector graphics still look like the future.
dude you fixed the fisheye effect in like 1 minute while i still cant figure it out
after a WEEK (i still cant fix it)
Oh. I see now, no clickbait here.
I've got a feeling that this video will become popular
MAGIC MATH
MATH MAGIC?
MAFFJICK
*Applause*
Next, place that textured quad in a normal 3d Unity scene and make it so you can walk from the 3D scene into your faux3D like a portal.
[MGSV's "Wooohooooooooooooo!" intensifies]
Fantastic Edit and info damn all 8 min
So this is how Doom's rerelease was made.
my new favorite youtuber
My new favourite comment.
Wow. Fine.
If you make another map to represent up and down, you could have full mouse control, and vertical 3D.
now project the final frame onto a cloth mesh and drop it on a 3D model of a duck for a win screen
Best idea!
You are very good at explaining things! I'm going to subscribe to your channel. I would like to know how a game with polygons works, because until today I thought it was the same from games like Wolfenstein. I work with CGI and I still don't know 😅
that's awesome! Now how do you make a map? an array of objects? a png texture?
I just have a 2D array of ints with each int representing a different texture (0 being empty) but you could very easily do it with an image if you wanted.
i would like a word with whoever subtitled this
Before even watching the video, I predict you will use old school raycasting.
And yep, I was right.
It occurs to me that this graphical style would be perfect for a Backrooms game.
Great video, but without 3D collision boxes, how could you handle collisions ?
I imagine you could set a minimal distance from a line and revert the input in that direction if you go bellow the minimal distance, given you already cast rays... But it would mean that you can go trought walls by stafing... You could add some raytrace outside of the camera view, but it would add a lot of rays.
I'm sure there is better solutions, but I do not see it.
you forget:
1 - how calculate the line intersections?
2 - how make the image(vertical line and the texture line) more dark?
Maffjick had me dying😆
"Vomit carpet"
"Horrible wallpaper"
10/10 texture names.
"Mecha Hitler's balls"
Did you mean: Mecha Hitler's ball?
This was dope! I saw a Geometry Dash level (Dim, by Spu7Nix) do the same thing, and it's just as impressive every time I see it.
love your humor lol